In Project: SCP, various events will happend after the start of a round, also referred to as the initial containment breach. While most of the events have a timer before triggering or happen only once per round, some can only be triggered by players.
Currently, there are four main events that can happen during a round, including four different types of spawnwaves.
Spawnwaves are events which happend every 200 to 360 seconds, or around 5 minutes, on which PLACEHOLDER
spectators will respawn as either an Mobile Task Force operative, Global Occult Coallition team member, Chaos Insurgency conscript or a Serpent’s Hand cultist.
During a normal round, there is a limit of 4 spawnwaves.
MTF Spawn Point |
GOC Spawn Point |
CI Spawn Point |
SH Spawn Point |
The Alpha Warhead Sequence is a crucial part of the game, it works as a way to eliminate everyone in the facility and force everyone out to the surface. It will naturally occur, but players can trigger it early.
To activate it, the Warheads must be activated in the Alpha Warhead Silo inside the Heavy Containment Zone; afterwards, in the Surface zone, you must open the detonation button inside the Alpha Warhead Room, then press the button. The facility will be detonated in 90 seconds, anyone inside the facility during the explosion will instantly die, including SCPs.
The nuke can be canceled if the pause button is pressed in the facility’s Alpha Warhead Silo. After the Decontamination event, the Alpha Warhead can only be deactivated twice, a third attempt will be blocked due to the pause button being permanently closed.
The Alpha Warhead Sequence will forcefully start 20 minutes after the round starts, this is uncancelable.
Alpha Warhead Silo |
Alpha Warhead Room |
The Decontamination is an event which starts 10 minutes after the start of every round. The purpose of this event is to eliminate every player in the Light Containment, Sublevels and Surface Containment zones, limiting the players to the Heavy Containment, Entrance and Surface zone as a way to let the game further develop.
At the start of the round. The Intercom will announce the initiation of the containment breach, as well as the decontamination occurring within 10 minutes.
The Intercom reminds all the personnel about the decontamination’s start in 5 minutes. Usually, a spawnwave occurs before or after this 5-minute warning. Thus, if you hear it, prepare for an incoming spawnwave.
The Intercom warns all the personnel that the decontamination is about to start. During those last seconds, all checkpoint doors remain open as the intercom commences a countdown before decontamination starts.
Approximately 10 seconds before decontamination, a greenish gas will start coming from the ventilations and LCZ elevators in HCZ, although it doesn’t damage anyone yet and only serves as a warning before decontamination truly starts.
Once the countdown ends, LCZ & SCZ will be locked, all elevators will be inaccessible and the gas will start damaging everyone still present in LCZ/SCZ. The Decontamination gas will ignore your maximum health and it will quickly kill anyone breathing it, this means not even SCPs are safe.
The Intercom will also announce the lockdown of both zones.
Ongoing Decontamination in Light Containment |
The Blackout is a special event that only happens if triggered by a player. It will disable every light in every zone, with the exception of emergency lights and door button lights.
Tesla Gates are completely disabled during a Blackout.
Blackouts are initiated by pressing the button located in the Generator room. The Generator room replaces a random I-Intersection in the Heavy Containment Zone. When the button is pressed, every light will be disabled for 1 minute, and will reactive once that time passes.
The cooldown for a Blackout is 5 minutes.
Generator Room |